Graphics Reference
In-Depth Information
13
Conclusion
In the previous 12 chapters I have attempted to introduce you to some of the
important elements of mathematics employed in computer graphics. I knew
from the start that this would be a challenge for two reasons: one was knowing
where to start, and the other was knowing where to stop. I assumed that most
readers would already be interested in computer animation, games, virtual
reality, and so on, and knew something about mathematics. So perhaps the
chapters on numbers, algebra and trigonometry provided a common starting
point.
The chapters on Cartesian coordinates, vectors, transforms, interpolation,
curves and patches are the real core of the topic, but while revealing these
subjects I was always wondering when to stop. On the one hand, I could have
frustrated readers by stopping short of describing a subject completely, and
on the other hand lost readers by pursuing a subject to a level beyond the
topic's objective. Hopefully, I have managed to keep the right balance.
For many readers, what I have covered will be su cient to enable them to
design programs and solve a wide range of problems. For others, the topic will
provide a useful stepping stone to more advanced texts on mathematics. But
what I really hope that I have managed to show is that mathematics is not
that di cult, especially when it can be applied to an exciting subject such as
computer graphics.
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